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Thread Statistics | Show CCP posts - 6 post(s) |

OneSock
Silentia Mortalis
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Posted - 2007.05.15 10:19:00 -
[1]
Time to implement a pop cap per system ?
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OneSock
Silentia Mortalis
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Posted - 2007.05.16 12:10:00 -
[2]
Originally by: Victor Valka
Originally by: OneSock Time to implement a pop cap per system ?
Time to stop acting like game/networking/database/hardware solution/programming expert and shut up? 
I've worked in IT systems long enough to realise that sometimes there is no point flogging a dead horse. CCP probably don't have an unlimited budget and while I have every confidence that they have the right people and ability to look into these lag issues, if the bottom line is lack of horse power and the funds are not there to provide it, your not going to get far.
I've been in the game since sept 2005 and since then lag has always been a major issue and despite new clusters and resources, the userbase just expands to fill it. Unpalatable as it may be to many I would rather have a pop cap imposed on each system to keep it playable, rather than just be stuck in a lag blackhole.
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OneSock
Silentia Mortalis
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Posted - 2007.05.16 12:57:00 -
[3]
Originally by: Solbright alt
Originally by: OneSock I've been in the game since sept 2005 and since then lag has always been a major issue ...
Expand on this please. Define symptoms of lag.
Ever been to Jita ? 
1 .Undocking do a black screen because of the lag loading all the ships outside station ?
2. Modules taking 10 seconds to activate in a busy mission hub ?
3. Warping into a mission and waiting while the grid loads, then finding your already down to half your armor ?
4. Of course the major one that pops up all the time is jumping into another system to engage an enemy fleet but once your loaded you find your in your pod/in clone station.
5. etc.
The first 3 examples are livable with to an extent, although I've almost lost ships to 2 & 3. Where as 4 is kinda game breaking really and CCP won't even replace your ship in that situation, which is why I avoid it like the plague.
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OneSock
Silentia Mortalis
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Posted - 2007.05.16 13:24:00 -
[4]
Originally by: Victor Valka
I understand what you are saying, but I'd rather be stuck in the black hole of lag then be 155th in line for jump-in to a system with 6 gates.
Also. DDoS comes to mind.
"Don't want the opposing force from attacking your POS/Outpost?"
"No problem! Keep the system full of your guys!"
Population limit will never work in EVE - it's too dynamic and complex for its own good.
As opposed to the current situation where the enemy fleet just pile on until the node crashes, all the defenders cannot log back in to defend, but the enemy fleet can still jump people into the system from other nodes ?
pretty ****ty huh ?
I accept your point of view (if that's how you want to play) but don't necessarily agree with it. The issues you mention could be worked around. For example, sovereignty could play a part:
Popcap limit of 100 defenders having sovereign rights, plus 100 of a declared alliance/corp, plus a handfull of independants. These allocations could be dymanic to an extent but overall the popcap limits the system to what the hardware is capable of.
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